This remark tends to reinforce the impression I'm getting that "linear adventure" has two uses:players who can see that they lack choices they might otherwise expect to have, might not like that.
* To describe geography (maybe with an additional premise in the neighbourhood, along the lines of where a PC is determines what scene the GM frames);
* To describe interdependencies between scenes, such that one has to finish a certain way (or within certain parameters) for the next to be framed.